/*
* Copyright (c) 2018 Confetti Interactive Inc.
*
* This file is part of The-Forge
* (see https://github.com/ConfettiFX/The-Forge).
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements.  See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership.  The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License.  You may obtain a copy of the License at
*
*   http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied.  See the License for the
* specific language governing permissions and limitations
* under the License.
*/

// This shader loads gBuffer data and shades the pixel.

struct VSOutput
{
    float4 position : SV_Position;
};

// Vertex shader
VSOutput main(uint vertexId : SV_VertexID)
{
    // Produce a fullscreen triangle using the current vertexId
    // to automatically calculate the vertex position. This
    // method avoids using vertex/index buffers to generate a
    // fullscreen tri.

    VSOutput result;
    result.position.x = (vertexId == 2 ? 3.0 : -1.0);
    result.position.y = (vertexId == 0 ? -3.0 : 1.0);
    result.position.zw = float2(0, 1);
    return result;
}
